RPGMakerID
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Komunitas RPG Maker Indonesia
 
IndeksIndeks  Latest imagesLatest images  PencarianPencarian  PendaftaranPendaftaran  Login  
Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.

 

 [ASK] tentang jet time system

Go down 
+2
marjoni01
aneh.lho
6 posters
PengirimMessage
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-18, 20:46

ane mau nanya, gimana caranya ngatur Jet Time System, soalnya masa dirumah ada hujan .. :o
Kembali Ke Atas Go down
marjoni01
Senior
Senior
marjoni01


Level 5
Posts : 971
Thanked : 5
Engine : RMVX Ace
Skill : Intermediate
Type : Developer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 03:41

Btw, Udh baca petunjuknya blom? :3
Kan ada tulisannya kayak gini :

Code:
Disable auto-tint and auto-weather on maps:

In the map name ex. MAP001, add [JDN] in the name. Like so

MAP001 [JDN]

to disable only auto-tint, put in [TDN]
to disable only auto-weather, put in [WDN]

=w=b Artinya di Map name itu kasih kode kayak gitu biar gk ada auto tint atau auto weather :lol:
:sembah: Mohon maaf kalau salah
Kembali Ke Atas Go down
ashm
Veteran
Veteran
ashm


Level 5
Posts : 1131
Thanked : 8
Engine : RMVX Ace
Skill : Intermediate
Type : Event Designer

Trophies
Awards:

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 05:50

Betul kata yg di atas :plak

rubah nama map di map properties.
Misal : rumah1.
Jadi : [WDN] rumah1
Kembali Ke Atas Go down
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 12:03

oh gitu,.. terus kalau ini gmn ya ? ane pake HUD tapi HUD nya gini ..

SS:
Kembali Ke Atas Go down
baszto
Advance
Advance
baszto


Level 5
Posts : 317
Thanked : 2

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:01

maaf kk kayak gtu kurang jelas, itu tergantung hudnya, biasanya sih ada switchnya, post aja script hudnya dsini
Kembali Ke Atas Go down
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:05

baszto wrote:
maaf kk kayak gtu kurang jelas, itu tergantung hudnya, biasanya sih ada switchnya, post aja script hudnya dsini

nih om script HUD nya..

Code:
#==============================================================================
# HUD Menu 2
#==============================================================================
# Author  : OriginalWij
# Version : 1.0
#==============================================================================

#==============================================================================
# Config
#==============================================================================

module OW_HUD2
  # Disable switch (ID) [default = 1]
  DISABLE_SWITCH = 1
  # Reverse menu rotation switch (ID) [default = 2] (switch ON = reverse)
  REVERSE = 2
  # Button to change HUD display type [default = Input::Z]
  BUTTON = Input::Z
  # Above button toggles display? (false = HOLD to display) [default = true]
  BUTTON_TOGGLE = true
  # Buttons to cycle party leader (on-screen) [defaults = Input::L & Input::R]
  MAP_BUTTON_L = Input::L # cycle backward
  MAP_BUTTON_R = Input::R # cycle forward
  # Return to select actor from sub-menus? (if applicable) [default = true]
  RETURN_SELECT = true
  # Icons
  GOLD_ICON = 205 # money/gold window icon [default = 205]
  TIME_ICON = 188 # time window icon      [default = 188]
  # Colors
  BACK_COLOR    = Color.new(  0,  0,  0, 128) # HUD background color
  BAR_BACK_COLOR = Color.new(255, 255, 255, 255) # bar background color
  # Menu commands setup
  # (add/remove/insert commands here)
  # Syntax: COMMAND[index] = [Text, Icon-ID, Scene-to-call, Call select-actor?]
  COMMAND = [] # ← Do NOT Modify!
  COMMAND[0] = ["Items",    144, "Scene_Item.new"                    , false]
  COMMAND[1] = ["Skills",    128, "Scene_Skill.new(actor_index)"      , true ]
  COMMAND[2] = ["Equipment",  40, "Scene_Equip.new(actor_index)"      , true ]
  COMMAND[3] = ["Status",    137, "Scene_Status.new(actor_index)"      , true ]
  COMMAND[4] = ["Save Game", 143, "Scene_File.new(true, false, false)" , false]
  COMMAND[5] = ["Load Game", 142, "Scene_File.new(false, false, false)", false]
  COMMAND[6] = ["Quit Game", 112, "Scene_End.new"                      , false]
end

#==============================================================================
# Game_Temp
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # Public Instance Variables (New)
  #--------------------------------------------------------------------------
  attr_accessor :no_blur
  attr_accessor :return_index
  #--------------------------------------------------------------------------
  # Initialize (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_game_temp_initialize initialize unless $@
  def initialize
    ow_hud2_game_temp_initialize
    @no_blur = false
    @return_index = 0
  end
end

#==============================================================================
# Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # Public Instance Variables (New)
  #--------------------------------------------------------------------------
  attr_accessor :pressing_z
  #--------------------------------------------------------------------------
  # Initialize (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_game_system_initialize initialize unless $@
  def initialize
    ow_hud2_game_system_initialize
    @pressing_z = false
  end
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # Get Current XP (New)
  #-------------------------------------------------------------------------- 
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # Get Next Level Xp (New)
  #--------------------------------------------------------------------------
  def next_exp
    lvl = @level + 1
    return @exp_list[lvl] > 0 ? @exp_list[lvl] - @exp_list[@level] : 0
  end
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # Initialize (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_window_base_initialize initialize unless $@
  def initialize(x, y, width, height)
    ow_hud2_window_base_initialize(x, y, width, height)
    @moving = false
  end
  #--------------------------------------------------------------------------
  # Update (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_window_base_update update unless $@
  def update
    ow_hud2_window_base_update
    if @moving
      if (self.x - @dest_x).abs > 0 or (self.y - @dest_y).abs > 0
        self.x += @x_step
        self.y += @y_step
        self.opacity += @opacity_step
        self.contents_opacity += @opacity_step
      else
        @moving = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draw Class (Rewrite)
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
    self.contents.font.color = text_color(20)
    self.contents.draw_text(x, y, 108, WLH, actor.class.name)
  end
  #--------------------------------------------------------------------------
  # Move Window (New)
  #--------------------------------------------------------------------------
  def move_to(dest_x, dest_y, duration, dest_opacity = 255)
    @dest_opacity = dest_opacity
    @moving = true
    @dest_x = dest_x
    @dest_y = dest_y
    @opacity_step = (@dest_opacity - self.opacity) / duration
    self.opacity += (@dest_opacity - self.opacity) % duration
    @x_step = (@dest_x - self.x) / duration
    @y_step = (@dest_y - self.y) / duration
    self.x += (@dest_x - self.x) % duration
    self.y += (@dest_y - self.y) % duration
  end
  #--------------------------------------------------------------------------
  # Draw HUD Face Graphic (New)
  #--------------------------------------------------------------------------
  def draw_hudface(actor, x, y, size = 96, enabled = true, character = false)
    bitmap = Cache.face(actor.face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = actor.face_index % 4 * 96 + (96 - size) / 2
    rect.y = actor.face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    alpha = enabled ? 255 : 128
    self.contents.blt(x, y, bitmap, rect, alpha)
    bitmap.dispose
    draw_hudcharacter(actor, x + 96, y + 34, true) if character
  end
  #--------------------------------------------------------------------------
  # Draw HUD Character Graphic (New)
  #--------------------------------------------------------------------------
  def draw_hudcharacter(actor, x, y, enabled = true)
    return if actor.character_name == nil
    bitmap = Cache.character(actor.character_name)
    sign = actor.character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = actor.character_index
    src_rect = Rect.new((n % 4 * 3 + 1) * cw, (n / 4 * 4) * ch, cw, ch)
    alpha = enabled ? 255 : 128
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, alpha)
  end
  #--------------------------------------------------------------------------
  # Draw Gauge (New)
  #--------------------------------------------------------------------------
  def draw_gauge(x, y, now, max, gc1, gc2, width = 120)
    gw = width * now / max
    black = Color.new(0, 0, 0, gc1.alpha)
    white = Color.new(255, 255, 255, gc1.alpha)
    self.contents.fill_rect(x - 2, y + WLH - 10, width + 4, 10, black)
    self.contents.fill_rect(x - 1, y + WLH - 9, width + 2, 8, white)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, black)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  #--------------------------------------------------------------------------
  # Draw Mini Xp (New)
  #--------------------------------------------------------------------------
  def draw_actor_mini_exp(actor, x, y, width = 120)
    xp = actor.now_exp.to_f / actor.next_exp * 100
    self.contents.font.color = knockout_color
    self.contents.font.color = crisis_color if xp > 33.3
    self.contents.font.color = power_up_color if xp > 66.6
    self.contents.font.size = 14
    text = sprintf("%3.1f" , xp) + "%"
    text = ' ' if actor.level == 99
    self.contents.draw_text(x, y + 2, width + 4, WLH, text, 2)
    self.contents.font.size = Font.default_size
  end
  #--------------------------------------------------------------------------
  # Draw Xp Gauge (New)
  #--------------------------------------------------------------------------
  def draw_actor_exp_gauge(actor, x, y, width = 120, mini = false)
    now = actor.now_exp
    max = actor.next_exp
    c1 = Color.new(128, 0, 255)
    c2 = Color.new(255, 0, 255)
    draw_gauge(x, y, now, max, c1, c2, width)
    draw_actor_mini_exp(actor, x, y, width) if mini
  end
end

#==============================================================================
# Window_Gold
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # Refresh (Rewrite)
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_icon(OW_HUD2::GOLD_ICON, 108, 0)
    self.contents.draw_text(0, 0, 104, WLH, $game_party.gold, 2)
  end
end

#==============================================================================
# HUD Window (New)
#==============================================================================

class Hud_Window < Window_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(-13, -19, Graphics.width + 32, 104)
    self.opacity = 0
    if $game_system.pressing_z
      refresh_party
    else
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @hud_actor = $game_party.members[0]
    self.contents.fill_rect(-2, 6, 136, 92, OW_HUD2::BACK_COLOR)
    draw_actor_graphic(@hud_actor, 15, 44)
    self.contents.fill_rect( 31, 15, 102, 8, OW_HUD2::BAR_BACK_COLOR)
    self.contents.fill_rect( 31, 37, 102, 8, OW_HUD2::BAR_BACK_COLOR)
    draw_actor_hp(@hud_actor, 32, 0, 100)
    draw_actor_mp(@hud_actor, 32, 22, 100)
    draw_hudactor_level(@hud_actor, 2, 48)
  end
  #--------------------------------------------------------------------------
  # Refresh Party
  #--------------------------------------------------------------------------
  def refresh_party
    self.contents.clear
    offset = self.contents.width / 4 - 1
    for actor in $game_party.members
      index = $game_party.members.index(actor)
      x = index * offset
      self.contents.fill_rect(x - 2, 6, 136, 92, OW_HUD2::BACK_COLOR)
      draw_actor_graphic(actor, x + 15, 44)
      self.contents.fill_rect(x + 31, 15, 102, 8, OW_HUD2::BAR_BACK_COLOR)
      self.contents.fill_rect(x + 31, 37, 102, 8, OW_HUD2::BAR_BACK_COLOR)
      draw_actor_hp(actor, x + 32, 0, 100)
      draw_actor_mp(actor, x + 32, 22, 100)
      draw_hudactor_level(actor, x + 2, 48)
    end
  end
  #--------------------------------------------------------------------------
  # Draw Level for HUD
  #--------------------------------------------------------------------------
  def draw_hudactor_level(actor, x, y)
    draw_actor_exp_gauge(actor, x + 4, y - 4, 122, true)
    self.contents.font.size = 16
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2)
    self.contents.font.size = Font.default_size
  end
end

#==============================================================================
# Command_Window (New)
#==============================================================================

class Command_Window < Window_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, text, index)
    super(x, y, 160, 56)
    @text = text
    @index = index
    refresh
  end
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    enabled = true
    if ($game_system.save_disabled and
        OW_HUD2::COMMAND[@index][2].include?("Scene_File.new(true,")) or
        (Dir.glob('Save*.rvdata').size == 0 and
        OW_HUD2::COMMAND[@index][2].include?("Scene_File.new(false,"))
      self.contents.font.color.alpha = 128
      enabled = false
    end
    draw_icon(OW_HUD2::COMMAND[@index][1], 0, 0, enabled)
    self.contents.draw_text(28, 0, 100, WLH, @text, 0)
  end
end

#==============================================================================
# Time_Window (New)
#==============================================================================

class Time_Window < Window_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, 56)
    refresh
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    super
    refresh
  end
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @count = Graphics.frame_count / Graphics.frame_rate
    hour = @count / 60 / 60
    min = @count / 60 % 60
    sec = @count % 60
    time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
    draw_icon(OW_HUD2::TIME_ICON, 100, 0)
    self.contents.draw_text(0, 0, 96, WLH, time_string, 1)
  end
end

#==============================================================================
# ActorStatus_Window (New)
#==============================================================================

class ActorStatus_Window < Window_Selectable
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, right = false)
    super(x, y, 160, 336)
    @right = right
    @party = []
    if @right
      @party.push($game_party.members[2]) if $game_party.members[2] != nil
      @party.push($game_party.members[3]) if $game_party.members[3] != nil
    else
      @party.push($game_party.members[0])
      @party.push($game_party.members[1]) if $game_party.members[1] != nil
    end
    refresh
    self.active = false
    self.index = -1
    self.openness = 0
  end
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = @party.size
    count = 0
    for actor in @party
      y = count * 160
      draw_hudface(actor, 16, y + 2, 96, false, true)
      draw_actor_name(actor, 0, y)
      draw_actor_class(actor, 0, y + WLH * 1)
      draw_actor_state(actor, 16, y + WLH * 2)
      draw_actor_exp_gauge(actor, 4, y + WLH * 3, 120, true)
      draw_actor_level(actor, 0, y + WLH * 3)
      draw_actor_hp(actor, 0, y + WLH * 4, 128)
      draw_actor_mp(actor, 0, y + WLH * 5, 128)
      count += 1
    end
  end
  #--------------------------------------------------------------------------
  # Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < @item_max
      self.cursor_rect.set(0, @index * 160, self.contents.width, 144)
    elsif @index >= 100
      self.cursor_rect.set(0, (@index - 100) * 160, self.contents.width, 144)
    else
      self.cursor_rect.set(0, 0, self.contents.width, @item_max * 144)
    end
  end
end

#==============================================================================
# Scene_Base
#==============================================================================

class Scene_Base
  #--------------------------------------------------------------------------
  # Create Snapshot for Using as Background of Another Screen (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_base_snap_for_back snapshot_for_background unless $@
  def snapshot_for_background
    if $game_temp.no_blur
      $game_temp.background_bitmap.dispose
      $game_temp.background_bitmap = Graphics.snap_to_bitmap
    else
      ow_hud2_scene_base_snap_for_back
    end
  end
  #--------------------------------------------------------------------------
  # Create Background for Menu Screen (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_base_create_menu_back create_menu_background unless $@
  def create_menu_background
    if $game_temp.no_blur
      @menuback_sprite = Sprite.new
      @menuback_sprite.bitmap = $game_temp.background_bitmap
      @menuback_sprite.color.set(0, 0, 0, 0)
      update_menu_background
    else
      ow_hud2_scene_base_create_menu_back
    end
  end
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # Start (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_map_start start unless $@
  def start
    ow_hud2_scene_map_start
    @hud_window = Hud_Window.new
  end
  #--------------------------------------------------------------------------
  # Terminate (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_map_terminate terminate unless $@
  def terminate
    ow_hud2_scene_map_terminate
    @hud_window.dispose
  end
  #--------------------------------------------------------------------------
  # Update (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_map_update update unless $@
  def update
    ow_hud2_scene_map_update
    unless $game_message.visible
      @hud_window.visible = !$game_switches[OW_HUD2::DISABLE_SWITCH]
      return if $game_map.interpreter.running?
      update_hud if @hud_window.visible
    end
  end
  #--------------------------------------------------------------------------
  # Update HUD (New)
  #--------------------------------------------------------------------------
  def update_hud
    @hud_window.update
    return if $game_player.moving?
    return if $game_party.members.size < 2
    if Graphics.frame_count % 10 == 0
      if $game_system.pressing_z
        @hud_window.refresh_party
      else
        @hud_window.refresh
      end
    end
    if Input.trigger?(OW_HUD2::MAP_BUTTON_R)
      Sound.play_save
      old_lead = $game_party.members.shift.id
      $game_party.remove_actor(old_lead)
      $game_party.add_actor(old_lead)
      $game_player.refresh
      if $game_system.pressing_z
        @hud_window.refresh_party
      else
        @hud_window.refresh
      end
    elsif Input.trigger?(OW_HUD2::MAP_BUTTON_L)
      Sound.play_save
      actors = []
      $game_party.members.each{|actor| actors.push(actor.id)}
      actors.unshift(actors.pop)
      actors.each{|id| $game_party.remove_actor(id);$game_party.add_actor(id)}
      $game_player.refresh
      if $game_system.pressing_z
        @hud_window.refresh_party
      else
        @hud_window.refresh
      end
    elsif Input.trigger?(OW_HUD2::BUTTON) and OW_HUD2::BUTTON_TOGGLE
      Sound.play_cursor
      $game_system.pressing_z = !$game_system.pressing_z
      if $game_system.pressing_z
        @hud_window.refresh_party
      else
        @hud_window.refresh
      end
    elsif Input.trigger?(OW_HUD2::BUTTON) and !$game_system.pressing_z and
        !OW_HUD2::BUTTON_TOGGLE
      Sound.play_cursor
      @hud_window.refresh_party
      $game_system.pressing_z = true
    elsif !Input.press?(OW_HUD2::BUTTON) and $game_system.pressing_z and
        !OW_HUD2::BUTTON_TOGGLE
      Sound.play_cursor
      @hud_window.refresh
      $game_system.pressing_z = false
    end
  end
  #--------------------------------------------------------------------------
  # Switch to Menu Screen (Mod)
  #--------------------------------------------------------------------------
  alias ow_hud2_scene_map_call_menu call_menu unless $@
  def call_menu
    $game_temp.no_blur = true
    ow_hud2_scene_map_call_menu
  end
end

#==============================================================================
# Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # Initialize (Rewrite)
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    @return_to_select = false
    if OW_HUD2::RETURN_SELECT
      @return_to_select = OW_HUD2::COMMAND[@menu_index][3]
    end
  end
  #--------------------------------------------------------------------------
  # Start (Rewrite)
  #--------------------------------------------------------------------------
  def start
    super
    @size = OW_HUD2::COMMAND.size - 1
    @com_y = [182, 266]
    if @size > 2
      min = 2
      max = @size - 1
      amount = max - min
      if amount > 0
        offset = 108 / amount
      else
        offset = 0
      end
      counter = 0
      for i in min..max
        @com_y.push(236 - offset * counter)
        counter += 1
      end
    end
    @com_y.push(98)
    @y_off = (Graphics.height - 416) / 2
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, Graphics.height - 56)
    @time_window = Time_Window.new(Graphics.width - 160, Graphics.height - 56)
    x = (Graphics.width - 192) / 2
    y = (Graphics.height - 88) / 2 + 2
    @selection = Window_Base.new(x, y, 192, 88)
    @selection.back_opacity = 192
    @selection.z = 64
    @actor_window_left = ActorStatus_Window.new(-160, 0)
    @actor_window_right = ActorStatus_Window.new(Graphics.width, 0, true)
  end
  #--------------------------------------------------------------------------
  # Terminate (Rewrite)
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    for i in 0..@size
      @command_window[i].dispose
    end
    @gold_window.dispose
    @time_window.dispose
    @selection.dispose
    @actor_window_left.dispose
    @actor_window_right.dispose
  end
  #--------------------------------------------------------------------------
  # Update (Rewrite)
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    if @return_to_select
      @return_to_select = false
      @scene_call = "$scene = " + OW_HUD2::COMMAND[@menu_index][2]
      $game_temp.return_index = @menu_index
      start_actor_selection
    end
    for i in 0..@size
      @command_window[i].update
    end
    @gold_window.update
    @time_window.update
    @selection.update
    @actor_window_left.update
    @actor_window_right.update
    if @command_window[@menu_index].active
      update_command_selection
    elsif
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # Wait (New)
  #--------------------------------------------------------------------------
  def wait(duration)
    for w in 1..duration
      for i in 0..@size
        @command_window[i].update
      end
      @gold_window.update
      @time_window.update
      @selection.update
      @actor_window_left.update
      @actor_window_right.update
      Graphics.update
    end
  end
  #--------------------------------------------------------------------------
  # Create Command Window (Rewrite)
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = []
    count = 0
    x = (Graphics.width - 160) / 2
    for i in @menu_index..@size
      y = @com_y[count] + @y_off
      @command_window[i] = Command_Window.new(x, y, OW_HUD2::COMMAND[i][0], i)
      if i == @menu_index
        op = 255
      elsif (i == @menu_index + 1) or (@menu_index == 0 and i == @size)
        op = 255
      else
        op = 128
      end
      @command_window[i].opacity = op
      @command_window[i].back_opacity = op
      @command_window[i].contents_opacity = op
      @command_window[i].z = 1
      @command_window[i].active = i == @menu_index
      count += 1
    end
    if @menu_index != 0
      for i in 0...@menu_index
        y = @com_y[count] + @y_off
        @command_window[i] = Command_Window.new(x, y, OW_HUD2::COMMAND[i][0], i)
        if (i == @menu_index - 1) or (@menu_index == @size and i == 0)
          op = 255
        else
          op = 128
        end
        @command_window[i].opacity = op
        @command_window[i].back_opacity = op
        @command_window[i].contents_opacity = op
        @command_window[i].z = 1
        count += 1
      end
    end
    @command_window[@menu_index].z = 100
    if @menu_index == 0
      @command_window[@size].z = 100
    else
      @command_window[@menu_index - 1].z = 100
    end
    if @menu_index == @size
      @command_window[0].z = 100
    else
      @command_window[@menu_index + 1].z = 100
    end
  end
  #--------------------------------------------------------------------------
  # Move Command Windows (New)
  #--------------------------------------------------------------------------
  def move_command_windows
    count = 0
    for i in @menu_index..@size
      if i == @menu_index
        op = 255
      elsif (i == @menu_index + 1) or (@menu_index == 0 and i == @size)
        op = 255
      else
        op = 128
      end
      cx = (Graphics.width - 160) / 2
      y = @com_y[count] + @y_off
      @command_window[i].move_to(cx, y, 15, op)
      @command_window[i].back_opacity = op
      @command_window[i].contents_opacity = op
      @command_window[i].active = i == @menu_index
      count += 1
    end
    if @menu_index != 0
      for i in 0...@menu_index
        if (i == @menu_index - 1) or (@menu_index == @size and i == 0)
          op = 255
        else
          op = 128
        end
        cx = (Graphics.width - 160) / 2
        y = @com_y[count] + @y_off
        @command_window[@menu_index].z = 100
        @command_window[i].move_to(cx, y, 15, op)
        @command_window[i].back_opacity = op
        @command_window[i].contents_opacity = op
        count += 1
      end
    end
    wait(10)
    for i in 0..@size
      @command_window[i].z = 1
      @command_window[i].refresh
    end
    if @menu_index == 0
      @command_window[@size].z = 100
    else
      @command_window[@menu_index - 1].z = 100
    end
    if @menu_index == @size
      @command_window[0].z = 100
    else
      @command_window[@menu_index + 1].z = 100
    end
    @command_window[@menu_index].z = 100
  end
  #--------------------------------------------------------------------------
  # Update Command Selection (Rewrite)
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $game_temp.no_blur = false
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @menu_index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and
          OW_HUD2::COMMAND[@menu_index][2].include?("Scene_File.new(true,")
        Sound.play_buzzer
        return
      elsif Dir.glob('Save*.rvdata').size == 0 and
          OW_HUD2::COMMAND[@menu_index][2].include?("Scene_File.new(false,")
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      @scene_call = "$scene = " + OW_HUD2::COMMAND[@menu_index][2]
      $game_temp.return_index = @menu_index
      if OW_HUD2::COMMAND[@menu_index][3] == true
        start_actor_selection
      else
        eval(@scene_call)
      end
    elsif (Input.repeat?(Input::DOWN) and $game_switches[OW_HUD2::REVERSE]) or
        (Input.repeat?(Input::UP) and !$game_switches[OW_HUD2::REVERSE])
      Sound.play_cursor
      @menu_index += 1
      @menu_index = 0 if @menu_index == @size + 1
      move_command_windows
    elsif (Input.repeat?(Input::UP) and $game_switches[OW_HUD2::REVERSE]) or
        (Input.repeat?(Input::DOWN) and !$game_switches[OW_HUD2::REVERSE])
      Sound.play_cursor
      @menu_index -= 1
      @menu_index = @size if @menu_index == -1
      move_command_windows
    end
  end
  #--------------------------------------------------------------------------
  # Start Actor Selection (Rewrite)
  #--------------------------------------------------------------------------
  def start_actor_selection
    @actor_window_left.move_to(0, 0, 15)
    @actor_window_right.move_to(Graphics.width - 160, 0, 15)
    wait(7)
    @actor_window_left.open
    @actor_window_right.open
    @command_window[@menu_index].active = false
    if $game_party.last_actor_index > 1
      @actor_window_right.active = true
      @actor_window_right.index = $game_party.last_actor_index - 2
    else
      @actor_window_left.active = true
      @actor_window_left.index = $game_party.last_actor_index
    end
  end
  #--------------------------------------------------------------------------
  # End Actor Selection (Rewrite)
  #--------------------------------------------------------------------------
  def end_actor_selection
    @actor_window_left.move_to(-160, 0, 15)
    @actor_window_right.move_to(Graphics.width, 0, 15)
    wait(7)
    @actor_window_left.close
    @actor_window_right.close
    @command_window[@menu_index].active = true
    @actor_window_left.active = false
    @actor_window_right.active = false
    @actor_window_left.index = -1
    @actor_window_right.index = -1
  end
  #--------------------------------------------------------------------------
  # Update Actor Selection (Rewrite)
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      if @actor_window_left.active
        actor_index = @actor_window_left.index
      else
        actor_index = @actor_window_right.index + 2
      end
      $game_party.last_actor_index = actor_index
      Sound.play_decision
      eval(@scene_call)
    elsif Input.trigger?(Input::RIGHT) and @actor_window_left.active and
        $game_party.members.size > 2
      Sound.play_cursor
      @actor_window_left.active = false
      @actor_window_right.index = @actor_window_left.index
      @actor_window_right.index = 0 if $game_party.members.size == 3
      @actor_window_right.active = true
      @actor_window_left.index = -1
    elsif Input.trigger?(Input::LEFT) and @actor_window_right.active
      Sound.play_cursor
      @actor_window_right.active = false
      @actor_window_left.index = @actor_window_right.index
      @actor_window_left.active = true
      @actor_window_right.index = -1
    end
  end
end

#==============================================================================
# Scene_Item
#==============================================================================

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new($game_temp.return_index)
  end
end

#==============================================================================
# Scene_Skill
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new($game_temp.return_index)
  end
end

#==============================================================================
# Scene_Equip
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new($game_temp.return_index)
  end
end

#==============================================================================
# Scene_Status
#==============================================================================

class Scene_Status < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new($game_temp.return_index)
  end
end

#==============================================================================
# Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      $scene = Scene_Menu.new($game_temp.return_index)
    end
  end
end

#==============================================================================
# Scene_End
#==============================================================================

class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # Return to Original Screen (Rewrite)
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new($game_temp.return_index)
  end
end
Kembali Ke Atas Go down
baszto
Advance
Advance
baszto


Level 5
Posts : 317
Thanked : 2

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:15

itu make switch 1 kk, pas switch 1 dalam keadan on berarti hudnya kliatan, kalo switcnya off hudnya gak kliatan, tinggal disesuaikan.
Kembali Ke Atas Go down
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:33

itu buat di yang rumah udah keliatan, tapi buat ngilangin yang pas diintro nya itu gmn ? :o
maaf banyak tanya, bingung banget ama script :oops:
Kembali Ke Atas Go down
Adhe45
Senior
Senior
Adhe45


Level 5
Posts : 665
Thanked : 4
Engine : RMXP
Skill : Beginner
Type : Spriter

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:41

@aneh
jangan on kan swicth 1 di intro, kalo misal ada event yang pake swicth 1, ganti ke swicth yang lain. . . .



CMIIW. . .
Kembali Ke Atas Go down
baszto
Advance
Advance
baszto


Level 5
Posts : 317
Thanked : 2

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 14:48

iya diintro sblum memulai semuanya, pastikan di event intro paling atas, control switch 1 off
nah pas dibutuhin baru pake event control switch 1 on
btw switch 1 jangan dipake, klo di skripnya masih make switch 1, klo switch 1 udah kepake sama yang laen, ubah switch yg di skrip sesuai switch yg kamu inginkan. nah tinggal disesuaikan....
Kembali Ke Atas Go down
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 15:09

@adhe & Baszto : udah ane coba, tapi kok masih sama aja ? switch nya ane ganti ke 10 terus pas di intro ane matiin switch ke 10 tapi masih tetep muncul ,.
Kembali Ke Atas Go down
Adhe45
Senior
Senior
Adhe45


Level 5
Posts : 665
Thanked : 4
Engine : RMXP
Skill : Beginner
Type : Spriter

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 15:11

@aneh
udah bener tu swicth nya diganti. . .
tapi yang dimatiin bukan swicth10 tapi 1. . .
Kembali Ke Atas Go down
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 15:17

@adhe : masih tetep muncul .. :o

bagian sini nya ane ganti
Code:
#==============================================================================
# Config
#==============================================================================

module OW_HUD2
  # Disable switch (ID) [default = 1]
  DISABLE_SWITCH = 10 #tadi nya 1
Kembali Ke Atas Go down
baszto
Advance
Advance
baszto


Level 5
Posts : 317
Thanked : 2

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 15:38

@ts masak gabisa sih :o coba uplodin aja demo gemnya deh.
Kembali Ke Atas Go down
larkuzo
Advance
Advance
larkuzo


Level 5
Posts : 445
Thanked : 12
Engine : RMXP
Skill : Beginner
Type : Event Designer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 18:07

Mungkin kelupaan di autorun. kalo gak di autorun, ya sama aja boong. switch nya gak akan mati
Kembali Ke Atas Go down
http://fsfsource.blogspot.com
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 19:04

baszto wrote:
@ts masak gabisa sih :o coba uplodin aja demo gemnya deh.

nih om Link Date upload: 19-May-2012 Size: 1.76 MB
sebenernya masih belum bisa disebut demo mungkin (?)

larkuzo wrote:
Mungkin kelupaan di autorun. kalo gak di autorun, ya sama aja boong. switch nya gak akan mati

Udah kok gan..
Kembali Ke Atas Go down
marjoni01
Senior
Senior
marjoni01


Level 5
Posts : 971
Thanked : 5
Engine : RMVX Ace
Skill : Intermediate
Type : Developer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 19:13

:hammer: Uh actually kalau HUD buatan Orang itu sih ada bugnya :lol:
Jadinya mau dihide gk bisa ktnya :hammer:
Tunggu2 saya cariin dulu fixnya seingatku ada :hammer:
Kembali Ke Atas Go down
larkuzo
Advance
Advance
larkuzo


Level 5
Posts : 445
Thanked : 12
Engine : RMXP
Skill : Beginner
Type : Event Designer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 19:51

Hmm, tapi setelah aku baca scriptnya (dengan pemahaman cetekku) aku mengambil kesimpulan mungkin hud nya akan hilang kalau switch nya di on kan, bukan di off. Harap maklum kalau salah :sembah:
Kembali Ke Atas Go down
http://fsfsource.blogspot.com
aneh.lho
Newbie
Newbie
aneh.lho


Level 5
Posts : 50
Thanked : 0
Engine : RMVX
Skill : Beginner
Type : Writer

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-19, 20:08

@larkuzo : udah diutak atik on off on off tetep ga bisa .. :o
Kembali Ke Atas Go down
baszto
Advance
Advance
baszto


Level 5
Posts : 317
Thanked : 2

[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty2012-05-20, 20:01

wah iya gabisa, kanapa ya? bug mungkin. maaf ane gaya2an doang :sembah:
mungkin kk2 scripter bisa mbantu.....
Kembali Ke Atas Go down
Sponsored content





[ASK] tentang jet time system Empty
PostSubyek: Re: [ASK] tentang jet time system   [ASK] tentang jet time system Empty

Kembali Ke Atas Go down
 
[ASK] tentang jet time system
Kembali Ke Atas 
Halaman 1 dari 1
 Similar topics
-
» [How To]Time System
» Time System
» Jet10985 Time system
» [Ask] Time dan season system
» [VX] Seintz's Time System 1.2

Permissions in this forum:Anda tidak dapat menjawab topik
RPGMakerID :: Engines :: RMVX-
Navigasi: